Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 Auto Populate Maps, Version 0.5
#1
Auto Populate Maps
Version 0.5 (9-22-2009)

Introduction

Hi all. This is a small script that lets you populate a map with events/monsters, which you can use for "on-map" encounters for example. Events can be placed randomly on the passable tiles of the map or within a specified area. They can be distributed only on tiles with a specified terrain tag, and they can be forbidden from blocking passages for the player.
Please note that these events are generated on the fly. So, while you can use self-switches as long as you stay in that map, everything is reset when you exit from the map and re-enter.

Screenshots

Bats, big rocks (unpassable) and small ones (passable) have been generated with the script.
[Image: Immagine3.jpg]
And this is how the map looks like in RMXP
[Image: 13216076og1.jpg]

Demo

Here

Instructions

Create your enemy event, with a call to a battle in the first page, a desired movement, a second page to be used when you defeat the enemy and everything you need. Write down its event number, let's call it "event_id". Let's also assume that you want to create "max_events" enemies.
Now create a second event and use a script call with:
Code:
$game_system.map_interpreter.populate(event_id, max_events)
Repeat everything if you want different types of monsters on your map.

If you want the prototype events to be erased, use $game_system.apm_remove_original_event=true in a script call. It will be saved when you save the game.

additional methods

EDIT: the use of "$game_system.map_interpreter." isn't actually necessary, you can directly call "populate".

Author's notes

This is still in a preliminary state. Code is not clean, not thoroughly tested.
I guess there are many uses as populating with enemies, animals, vegetation ... use your imagination.

EDIT: this could have been done with class Game_Map as well... whatever...

Tutorial

tutorial
Reply }


Messages In This Thread
Auto Populate Maps, Version 0.5 - by Charlie Fleed - 12-31-2008, 06:42 AM
RE: Auto Populate Maps - by Charlie Fleed - 11-21-2010, 09:45 AM
RE: Auto Populate Maps, Version 0.5 - by deValdr - 11-21-2010, 10:07 AM
Auto Populate Maps - by Charlie Fleed - 03-06-2009, 11:40 PM
Auto Populate Maps - by Charlie Fleed - 11-22-2009, 06:56 PM
Auto Populate Maps - by Alpha-Mad - 11-22-2009, 07:12 PM
Auto Populate Maps - by Nadim - 06-14-2010, 10:36 AM
Auto Populate Maps - by Charlie Fleed - 06-14-2010, 12:23 PM
Auto Populate Maps - by Nadim - 06-14-2010, 01:10 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
   The Charlie Mini-Map / Dynamic Maps Patch DerVVulfman 2 4,023 03-29-2022, 11:55 PM
Last Post: DerVVulfman
   Dynamic Maps Expanded DerVVulfman 11 11,286 07-06-2021, 04:31 PM
Last Post: Melana
   BIG MAPS DerVVulfman 28 23,862 12-08-2020, 04:34 AM
Last Post: DerVVulfman
   KItemDesc XP & VX Zilsel Version kyonides 4 6,527 12-01-2019, 06:11 AM
Last Post: kyonides
   H-Mode7 maps in RMVX Ace MGC 5 39,521 12-29-2018, 05:04 PM
Last Post: Kamillo
   CTB - A Final Fantasy X-like Battle System, Version 3.2 Charlie Fleed 572 643,413 05-19-2016, 05:38 PM
Last Post: Starmage
   Isometric Maps: MiniMap DVV Patch DerVVulfman 0 4,825 06-26-2014, 03:27 AM
Last Post: DerVVulfman
   The Lycan ABS Isometric Maps Patch DerVVulfman 1 6,046 06-25-2014, 03:54 AM
Last Post: DerVVulfman
   GubiD's Isometric Maps Package DerVVulfman 1 5,889 06-25-2014, 03:31 AM
Last Post: DerVVulfman
   Equipment Upgrade System by Charlie Fleed, Version 1.2 Charlie Fleed 145 183,466 04-11-2014, 01:19 AM
Last Post: Gardesion



Users browsing this thread: